Difference between revisions of "Them's Fightin' Herds/Oleander"
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==Movement Options== | ==Movement Options== | ||
:66 - Dash | :66 - Dash | ||
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:22X - Teleports | :22X - Teleports | ||
<!--Many characters have unique mechanics, like Pom's air movement. Add that information here--> | <!--Many characters have unique mechanics, like Pom's air movement. Add that information here--> | ||
+ | |||
+ | ==Gameplan== | ||
+ | <!--Insert character overview: archetype, strengths, weaknesses, etc.--> | ||
+ | Oleander is a balanced character with access to a variety of movement and offensive tools. Her double jump and teleports give her good mobility, while her fireballs and far-reaching normals give her multiple approach and attack options. | ||
+ | |||
+ | Using magic, Oleander can set traps (214X) to extend combos, control space, or as part of your okizeme game (though with ground rolls as a wakeup option this may not be a strong option in general). Magic can also be used to create a powered up fireball (236D), and to access offensive teleports (22A, 22B, and 22D). Therefore generating and managing magic is key to playing Oleander effectively as having access to these powerful moves lets her reach her full potential. | ||
+ | |||
+ | Unleash her devastating level 1 beam for extra damage, or summon her demonic book-dwelling pet (more commonly knows as "Fred") to add even more devastating attacks to her arsenal. | ||
+ | |||
+ | These tools, complemented by some standard close-range lows (2A, 2C), overhead (6C), and throws, make Oleander a quite versatile character that will allow for a wide range of playstyles. | ||
+ | |||
+ | ===Pressure=== | ||
+ | ---- | ||
+ | While pressuring a blocking opponent, 2C can be cancelled into 236X to push them out of punish range where you can resume fireball pressure, or threaten with a dash in 5B or a j.C. | ||
+ | |||
+ | 5B > 6C is your overhead mixup and is also a frame trap. However be aware that 6C can be punished on block. | ||
+ | |||
+ | Teleports (22A and 22B) can be cancelled into from just about any normal attack as a means to move in and start a new pressure string. However be very aware that the opponent can easily jab you out of the startup and punish you if they are able to predict it. | ||
+ | |||
+ | An interesting property of traps (214X) is that they can be cancelled into from fireballs (236X). This has the potential for some gimmicks such as 5A > 5B > 5C > 236B > 214A, which sets a trap just in front of the opponent - if they move in for a counter attack after blocking the fireball, you may be able to land a counterhit from the trap. | ||
+ | |||
+ | ===Okizeme=== | ||
+ | ---- | ||
+ | Not an okizeme setup per se, but sweep (2C) is a perfect time to safely hit 5D to generate a Magic stock (2C gatlings into 5D making it safe). | ||
+ | |||
+ | On hard knockdown from a 2C, a trap (214A) can be set for the opponent to wake up into. | ||
+ | |||
+ | In situations where the opponent is able to ground tech roll, there is potential to use these traps to cover at least some options. For example, 3C > j.A > j.B > j.2C > j.214A will drop a trap on top of the opponent, forcing them to either roll, or wake up in place and deal with the trap. | ||
+ | |||
+ | ==Matchups== | ||
+ | |||
+ | ===Tianhuo=== | ||
+ | Because Tianhuo is going to try to stay in close range and keep up pressure, you will have much less opportunity to safely generate Magic with 5D / j.D. Instead, focus on good defensive play to keep Tianhuo out using 6A, j.C, 236X, and j.236X. 22D is also useful here as Tianhuo is less likely to be playing defensively and thus more likely to be caught by these. | ||
+ | |||
+ | Because Tianhuo's gameplan relies heavily on movement, you will want to make heavy use of j.C to control air space. Use 6A to shut down Tianhuo's jump-in attacks when possible, or also 5B and 5C to threaten the space in front of you. 214X can also be used to control space, though you will likely have less opportunity to generate Magic with Tianhuo moving in on you - so make them count. Simple 236X > 214X combos can push Tianhuo away from you while setting a trap to make it tough for her to get back in. | ||
+ | |||
+ | ===Velvet=== | ||
+ | Oleander can use 236X / j.236X to play her own ranged game against Velvet's while generating stocks of magic with 5D and j.D. j.D can be especially useful for its unique movement to help avoid Velvet's ranged attacks. Your goal at long range should be to avoid Velvet's ranged attacks while generating Magic, but eventually you want to move in to start a mid to close-range offensive. Teleports can be used to close the distance of course, but the Magic is probably better saved for other offensive tools; therefore, practicing moving in the old-fashioned way with patience and space-threatening normals (j.C, 2C, etc.) is important. | ||
+ | |||
+ | 22B can be useful for intercepting Velvet if she tries to escape the corner back to midscreen. | ||
+ | |||
+ | Be mindful of Velvet's Magic Ice Eruption which has invincible startup when pressuring her in the corner. | ||
==Normal Moves== | ==Normal Moves== | ||
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|First Hit Juggle Decay=-35 | |First Hit Juggle Decay=-35 | ||
|Base Juggle Decay=25 | |Base Juggle Decay=25 | ||
− | |description= | + | |description=Longer range than 5A, but twice the startup. Does low pushback in grounded combos, making it more ideal than 2B in terms of keeping the opponent close enough for a launcher. Doesn't knock the opponent up that high in juggles, so be wary when using it on airborne opponents. Otherwise, a respectable poke. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=-60 | |First Hit Juggle Decay=-60 | ||
|Base Juggle Decay=40 | |Base Juggle Decay=40 | ||
− | |description= | + | |description=Very slow, but covers a lot of space both horizontally and vertically. Does high damage as a combo starter or as a preemptive anti-air/anti-approach tool. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=80 | |First Hit Juggle Decay=80 | ||
|Base Juggle Decay=80 | |Base Juggle Decay=80 | ||
− | |description=Mid-speed version. | + | |description=Mid-speed version. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
− | |header= | + | |header=yes |
|version=C | |version=C | ||
|damage=N/A | |damage=N/A | ||
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|First Hit Juggle Decay= | |First Hit Juggle Decay= | ||
|Base Juggle Decay= | |Base Juggle Decay= | ||
− | |description=Full-screen laser beam of death. Can be used to end combos, but it's usually better to save meter for Fred. | + | |description=Full-screen laser beam of death. Can be used to end combos, but it's usually better to save meter for Fred. Its speed and range makes it difficult to avoid if the opponent is whiffing a move or a backdash. |
}} | }} | ||
}} | }} | ||
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|Ground Juggle Decay= | |Ground Juggle Decay= | ||
|Air Juggle Decay= | |Air Juggle Decay= | ||
− | |description=Summons Fred, a puppet that is commanded with various D commands and lasts about 20 seconds. | + | |description=Summons Fred, a puppet that is commanded with various D commands and lasts about 20 seconds. Fred's attacks will happen separately from Oleander, making it possible to attack while blocking or make unsafe moves safe with his commands. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=45 | |First Hit Juggle Decay=45 | ||
|Base Juggle Decay=45 | |Base Juggle Decay=45 | ||
− | |description=More damage than uncharged. | + | |description=More damage than uncharged. Can be used to pick up from some moves, such as Oleander's level 1 super. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=35,35 | |First Hit Juggle Decay=35,35 | ||
|Base Juggle Decay=35,35 | |Base Juggle Decay=35,35 | ||
− | |description= | + | |description=Can't hit grounded opponents. Drags the opponent downwards, resulting in a soft knockdown if Oleander does not hit them before they land. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=90 | |First Hit Juggle Decay=90 | ||
|Base Juggle Decay=90 | |Base Juggle Decay=90 | ||
− | |description= | + | |description=Instead of simply knocking the opponent down, this version results in a groundbounce, giving Oleander more time to follow up. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=40,40,40 | |First Hit Juggle Decay=40,40,40 | ||
|Base Juggle Decay=40,40,40 | |Base Juggle Decay=40,40,40 | ||
− | |description= | + | |description=Another upwards-hitting move similar to 2D. This version is a multi-hit blast that can lock the opponent down in midair or juggle them in combos. Can't hit grounded opponents. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=40,40,40,55 | |First Hit Juggle Decay=40,40,40,55 | ||
|Base Juggle Decay=40,40,40,55 | |Base Juggle Decay=40,40,40,55 | ||
− | |description= | + | |description=The multi-hit blast gains a fourth, more powerful hit. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=35,35 | |First Hit Juggle Decay=35,35 | ||
|Base Juggle Decay=35,35 | |Base Juggle Decay=35,35 | ||
− | |description=Long-range swipe forward. | + | |description=Long-range swipe forward. Hits twice, but the first hit only works up close. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|Ground Juggle Decay= | |Ground Juggle Decay= | ||
|Air Juggle Decay= | |Air Juggle Decay= | ||
− | |description=Provides Oleander with a magic stock on frame 48. Can be held to gain more magic stocks, though this can be very risky due to how long Oleander takes to read. | + | |description=Provides Oleander with a magic stock on frame 48. Can be held to gain more magic stocks, though this can be very risky due to how long Oleander takes to read. If Oleander has full magic already, the read only takes 35 frames and builds Oleander super meter instead of magic meter. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=80 | |First Hit Juggle Decay=80 | ||
|Base Juggle Decay=80 | |Base Juggle Decay=80 | ||
− | |description= | + | |description= A faster, bigger fireball than usual. This fireball can be used even if a ground spark and air spark are already onscreen. On hit, it will steal some super meter from the opponent and knock them down. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=95 | |First Hit Juggle Decay=95 | ||
|Base Juggle Decay=95 | |Base Juggle Decay=95 | ||
− | |description= | + | |description=Faster and bigger than the 1 magic version. Knocks the opponent back at moderate speed, resulting in a wall-stick if they're close enough to the corner or edge of the screen. Steals more meter than the 1 magic version. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=95 | |First Hit Juggle Decay=95 | ||
|Base Juggle Decay=95 | |Base Juggle Decay=95 | ||
− | |description=Extremely fast, large, steals lots of meter, and sticks | + | |description=Extremely fast, large, steals 'lots' of meter, knocks the opponent back at high speeds and sticks them to the wall. Breaks after hitting multiple projectiles. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=65 | |First Hit Juggle Decay=65 | ||
|Base Juggle Decay=65 | |Base Juggle Decay=65 | ||
− | |description=Chapter Trap released downwards. | + | |description=Chapter Trap released downwards. Steals meter on hit and results in a lot of hitstun. Can be destroyed by any attack. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=65 | |First Hit Juggle Decay=65 | ||
|Base Juggle Decay=65 | |Base Juggle Decay=65 | ||
− | |description=Chapter Trap released forwards before falling. | + | |description=Chapter Trap released forwards before falling. Essentially a longer-ranged version of the A version. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=65 | |First Hit Juggle Decay=65 | ||
|Base Juggle Decay=65 | |Base Juggle Decay=65 | ||
− | |description=Chapter Trap released upwards before falling. | + | |description=Chapter Trap released upwards before falling. Essentially a vertical version of the A version, used to cover air space. |
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=20,30,70 | |First Hit Juggle Decay=20,30,70 | ||
|Base Juggle Decay=20,30,70 | |Base Juggle Decay=20,30,70 | ||
− | |description= | + | |description=A huge chapter trap that lasts over 13 seconds. Steals a ton of meter on hit, and will persist even if Oleander takes damage. Can block two projectiles before being destroyed. |
}} | }} | ||
}} | }} | ||
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|First Hit Juggle Decay=30 | |First Hit Juggle Decay=30 | ||
|Base Juggle Decay=30 | |Base Juggle Decay=30 | ||
− | |description=Fully invuln during startup and active frames. | + | |description=Fully invuln during startup and active frames. Tracks the opponent, and leads to combos if the opponent is airborne. Rather slow and unsafe on block, so use it sparingly as a reversal. |
}} | }} | ||
}} | }} | ||
− | |||
==Combos== | ==Combos== | ||
<!--List combos, use numpad notation.--> | <!--List combos, use numpad notation.--> | ||
+ | ===Notation=== | ||
+ | A note on notation: common anime fighter notation denotes consecutive normal attacks as 5A > 5B > 5C. In order to condense some combos, these may be shortened to 5ABC. As another example, j.B > j.C may be shortened to j.BC. Two buttons pressed together will always be denoted with a +, as in 236A+B. | ||
+ | |||
+ | ===Basics=== | ||
+ | ;Starter | ||
+ | :* '''5ABC > 3C > j.ABC > 5ABC > 236C''' | ||
+ | ::- Basic Magic Series with Shadow Spark ender. | ||
+ | :* '''5ABC > 2C > 3C > j.ABC > 5B > 2C''' | ||
+ | ::- Basic Magic Series with sweep ender and hard knockdown. When building combos, pay attention to the Juggle Decay meter below the opponent's health bar. If this fills up before the combo ends, the opponent will be able to ground tech. For example, try this same combo with a 5A before the last 5B > 2C and note how you no longer get a hard knockdown. | ||
+ | |||
+ | ;Juggles | ||
+ | :* '''5ABC > 3C j.ABC > 5B > 3C > j.ABC > 5B > 2C''' | ||
+ | ::- Extending combos with j.C air enders. | ||
+ | |||
+ | :* '''5ABC > 3C > j.ABC > jump cancel > j.ABC > 5ABC > 2C''' | ||
+ | ::- Extending combos with double jump. Oleander has the ability to double jump, which allows for building extended combos by jump cancelling in the air. If you have trouble connecting with the second j.ABC, try delaying very slightly between the 3C and j.ABC to allow the opponent to gain the proper height. | ||
+ | |||
+ | :* '''5ABC > 3C > j.AB > j.2C > 5ABC > 236C''' | ||
+ | ::- Extending combos with j.2C. Oleander has a command normal, j.2C, which allows her to put the opponent in a ground bounce combo state. Pay special attention to Oleander's position relative to the opponent after this move. In this particular combo, you are most likely to end up on the other side of the opponent after the j.2C. | ||
+ | |||
+ | :* '''5ABC > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 2C''' | ||
+ | ::- Another variation of a j.2C combo, this time extending the number of hits before j.2C which pushes the opponent further back making it less likely to switch sides. Try experimenting with different combo routes to get used to what spacing will cause j.2C to switch position with the opponents. | ||
+ | |||
+ | ;Jumping Normals | ||
+ | :* '''j.A (or j.B) > 2A > ...''' | ||
+ | ::- From either a jump-in, or an aerial teleport (j.22A or j.22B). Basic high-low string, to either start pressure, go for a tick throw, overhead (6C), etc. Remember that 2B does NOT hit low, so you must rely on 2A and 2C for your low mixups. Also note that j.B can cross-up, though the hitbox for this is very small. | ||
+ | |||
+ | :* '''j.C > 5B > 5C > ...''' | ||
+ | ::- Because of the great range of Oleander's normals, you can cover your jump-ins with j.C's large hitbox and continue ground pressure with 5B and 5C's equally good range. | ||
+ | |||
+ | ;Throws | ||
+ | :* '''(in corner) Throw > 5ABC > 3C > j.ABC > 5ABC > 236C''' | ||
+ | ::- Throws can lead into a full combo in the corner | ||
+ | |||
+ | :* '''Throw > 22D > 5A > ...''' | ||
+ | ::- Midscreen, throws can be converted into full combo using 22D. However the window to do this is extremely difficult - not only is the window to connect 22D short, but it also must connect before the opponent drops too low in order to give the proper height for the following 5A to connect. | ||
− | === | + | ===Advanced=== |
+ | ;Overhead | ||
+ | :* '''6C''' | ||
+ | ::- Oleander's overhead can ONLY be cancelled into special moves on hit, and therefore it is unsafe on block (the exception to this is if Fred is out - 6C can gatling into his moves, making it safe). | ||
− | + | :* '''6C > 214X > ...''' | |
+ | ::- An easy way to extend a successful 6C hit into full combo, but costs 1 Magic | ||
− | + | :* '''6C > 5A > ...''' | |
+ | ::- The more difficult way to extend via a 2-frame link. | ||
− | + | ;Anti-Air and Air-to-Air | |
+ | :* '''(on jumping opponent) 6A > jump cancel > ...''' | ||
+ | ::- Like the rest of the cast, Oleander's 6A is jump cancellable into full air combo. | ||
− | + | :* '''(on jumping opponent) j.C > j.2C > ...''' | |
+ | ::- Scoring a full combo from an air-to-air j.C is an important part of making the opponent respect your air coverage. | ||
− | 5A > | + | :* '''(on jumping opponent) 22D > 5A > ...''' |
+ | ::- 22D is very height-dependent. If the opponent is too low, or standing, when 22D hits, they will hit the ground before you are able to recover and link with the 2A. | ||
− | + | ;Magic Trap | |
+ | :* '''2A > 5ABC > 214B > 66 > 5ABC > 2C''' | ||
+ | ::- Basic combo extension using Magic Trap; costs 1 Magic | ||
− | + | :* '''(on blocking opponent) 5ABC > 236C > 214A''' | |
+ | ::- Demonstrates the unique property of 214X which is it can be cancelled into from 236X. This particular combo, for example, is useful for pushing back an aggressive opponent, and setting a trap in front of them to control that space. | ||
− | + | :* '''(in corner) 5ABC > 2C > 214D (or delay, 214A)''' | |
+ | ::- Demonstrates setting up a Magic Trap on top of knocked down opponent as part of your okizeme game. | ||
− | + | :* '''(in corner) 5ABC > 3C > j.AB > j.2C > j.214A''' | |
+ | ::- Demonstration of a similar setup from the air. Because j.2C results in a soft knockdown, this setup is not quite as strong (since the opponent can forward tech). | ||
− | + | ===Examples=== | |
− | + | ====Midscreen (Ground Start)==== | |
+ | :* '''5ABC > 3C > j.ABC > 5A > 3C > j.ABC > 5A > 236A (735 damage)''' | ||
+ | :* '''5ABC > 3C > j.AB > j.2C > 5ABC > 236A (691 damage, side switch)''' | ||
− | + | :* '''5AB > 2B > 5C > 3C > j.AB > j.2C > 5ABC > 236C (727 damage)''' | |
+ | :* '''5B > 2C > 3C > j.ABC > 5ABC > 236C (788 damage)''' | ||
+ | :* '''5B > 2C > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 236C (881 damage)''' | ||
+ | :* '''5A > 5B > 5C > 3C > j.ABC > Double Jump > j.ABC > Dash > 2B > 5C > 2C > 3C > jC > Double Jump > jC > j2C > 2B > 2C > 5D (1100 damage, +1 Magic) (Can do 236XX instead of 5D for more damage)''' | ||
− | j. | + | :* '''2AA > 5BC > 2C > 3C > j.C > j.2C > 5C > 2C (672 damage, hard knockdown)''' |
+ | :* '''2AA > 5BC > 3C > j.AB > j.2C > 5ABC > 2C (619 damage, hard knockdown, side switch)''' | ||
− | + | ====Midscreen (Jump-In Start)==== | |
− | j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage) | + | :* '''j.A > 2A > 5B > 2C > 3C > j.c > j.A > j.B > j.C > 5B > 2C (531 damage, hard knockdown)''' |
+ | :* '''j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage)''' | ||
− | j. | + | :* '''j.C > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5A > 2C (1238 damage, hard knockdown)''' |
+ | :* '''j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5A > 2C (1102 damage, hard knockdown, side switch)''' | ||
− | j.C > | + | :* '''j.C > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5ABC > 236C (1316 damage) > j.236A+B (1844 damage)''' |
+ | :* '''j.C > 5C > 2C > 3C > j.C > j.2C > 5C > 3C > j.C > jump cancel > j.C > j.236C (1350 damage) > j.236A+B (1878 damage)''' | ||
+ | :* '''j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5ABC > 236C (1180 damage, side switch) > 236A+B (1708 damage)''' | ||
====Overhead==== | ====Overhead==== | ||
+ | :* '''6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 2C (662 damage, hard knockdown)''' | ||
+ | :* '''6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 236C (670 damage) > 236A+B (1198 damage)''' | ||
+ | :* '''6C > 5A > 5C > 3C > j.ABC > j.ABC > Dash > 2B > 5C > 2C > 3C > j.C > j.C > j.2C > 2B > 2C > 5D (1050 damage, +1 Magic)''' | ||
− | + | ====Anti-Air==== | |
+ | :* '''6A > j.ABC > 5ABC > 3C > j.AB > j.2C > 5B > 236C (909 damage)''' | ||
+ | :* '''j.C > j.2C > 5ABC > 3C > j.ABC > 5BC > 236C (1159 damage)''' | ||
− | + | ====Throw Combos==== | |
+ | :* '''Throw > 22D > 5ABC > 3C > j.ACBC > 5ABC > 236C (434 damage, 1 Magic)''' | ||
+ | :* '''Throw > 22D > 5ABC > 3C > j.ACBC > 5B > 2C (402 damage, hard knockdown, 1 Magic)''' | ||
− | + | ====Corner==== | |
+ | :* '''5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (895 damage) > 236A+B (1423 damage)''' | ||
+ | :* '''Throw > 5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (508 damage)''' | ||
+ | :* '''Throw > 5ABC > 3C > j.ABC > 5B > 2C (334 damage, hard knockdown) > 214D (oki setup, 1 Magic)''' | ||
+ | :* '''3C > j.AB > j.2C > j.214A (soft knockdown oki setup)''' | ||
− | ==== | + | ====Fred Combos==== |
+ | :* '''6C > 6D (overhead is no longer unsafe :O)''' | ||
+ | :* '''4D > 5C > 3C > j.C > j.2C > 5ABC > 236C (1051 damage)''' | ||
− | + | <!-- some concepts of things you can do with Fred, just need to work on them to come up with better damage --> | |
+ | :* '''(corner) 5ABC > 2C > 6D > j.ABC > 5B > 2C > 6D > 5C > 236C (784 damage)''' | ||
+ | :* '''(corner) 5ABC > 2C > 6D > 5B > 5C > 2C > 3C > 2D > j.C > j.2C > 6D > 5B > 2C (951 damage)''' | ||
{{TFH}} | {{TFH}} | ||
[[Category:Them's Fightin' Herds]] | [[Category:Them's Fightin' Herds]] |
Latest revision as of 14:56, 5 December 2019
Profile
Name:Oleander
Species:Unicorn
Stages:The Woodland
Voice Actor:Alexa Kahn
Movement Options
- 66 - Dash
- 44 - Back Dash
- 7/8/9 - Jump
- j.7/8/9 - Double Jump
- 22X - Teleports
Gameplan
Oleander is a balanced character with access to a variety of movement and offensive tools. Her double jump and teleports give her good mobility, while her fireballs and far-reaching normals give her multiple approach and attack options.
Using magic, Oleander can set traps (214X) to extend combos, control space, or as part of your okizeme game (though with ground rolls as a wakeup option this may not be a strong option in general). Magic can also be used to create a powered up fireball (236D), and to access offensive teleports (22A, 22B, and 22D). Therefore generating and managing magic is key to playing Oleander effectively as having access to these powerful moves lets her reach her full potential.
Unleash her devastating level 1 beam for extra damage, or summon her demonic book-dwelling pet (more commonly knows as "Fred") to add even more devastating attacks to her arsenal.
These tools, complemented by some standard close-range lows (2A, 2C), overhead (6C), and throws, make Oleander a quite versatile character that will allow for a wide range of playstyles.
Pressure
While pressuring a blocking opponent, 2C can be cancelled into 236X to push them out of punish range where you can resume fireball pressure, or threaten with a dash in 5B or a j.C.
5B > 6C is your overhead mixup and is also a frame trap. However be aware that 6C can be punished on block.
Teleports (22A and 22B) can be cancelled into from just about any normal attack as a means to move in and start a new pressure string. However be very aware that the opponent can easily jab you out of the startup and punish you if they are able to predict it.
An interesting property of traps (214X) is that they can be cancelled into from fireballs (236X). This has the potential for some gimmicks such as 5A > 5B > 5C > 236B > 214A, which sets a trap just in front of the opponent - if they move in for a counter attack after blocking the fireball, you may be able to land a counterhit from the trap.
Okizeme
Not an okizeme setup per se, but sweep (2C) is a perfect time to safely hit 5D to generate a Magic stock (2C gatlings into 5D making it safe).
On hard knockdown from a 2C, a trap (214A) can be set for the opponent to wake up into.
In situations where the opponent is able to ground tech roll, there is potential to use these traps to cover at least some options. For example, 3C > j.A > j.B > j.2C > j.214A will drop a trap on top of the opponent, forcing them to either roll, or wake up in place and deal with the trap.
Matchups
Tianhuo
Because Tianhuo is going to try to stay in close range and keep up pressure, you will have much less opportunity to safely generate Magic with 5D / j.D. Instead, focus on good defensive play to keep Tianhuo out using 6A, j.C, 236X, and j.236X. 22D is also useful here as Tianhuo is less likely to be playing defensively and thus more likely to be caught by these.
Because Tianhuo's gameplan relies heavily on movement, you will want to make heavy use of j.C to control air space. Use 6A to shut down Tianhuo's jump-in attacks when possible, or also 5B and 5C to threaten the space in front of you. 214X can also be used to control space, though you will likely have less opportunity to generate Magic with Tianhuo moving in on you - so make them count. Simple 236X > 214X combos can push Tianhuo away from you while setting a trap to make it tough for her to get back in.
Velvet
Oleander can use 236X / j.236X to play her own ranged game against Velvet's while generating stocks of magic with 5D and j.D. j.D can be especially useful for its unique movement to help avoid Velvet's ranged attacks. Your goal at long range should be to avoid Velvet's ranged attacks while generating Magic, but eventually you want to move in to start a mid to close-range offensive. Teleports can be used to close the distance of course, but the Magic is probably better saved for other offensive tools; therefore, practicing moving in the old-fashioned way with patience and space-threatening normals (j.C, 2C, etc.) is important.
22B can be useful for intercepting Velvet if she tries to escape the corner back to midscreen.
Be mindful of Velvet's Magic Ice Eruption which has invincible startup when pressuring her in the corner.
Normal Moves
5A
5A "This book hits back!" |
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2A
2A She's not reading. She's judging you, silently. |
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6A
6A |
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5B
5B Take a look. |
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2B
2B Its in a book. |
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5C
5C Reading Painbow. |
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2C
2C |
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3C
3C |
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6C
6C |
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j.A
jA |
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j.B
jB |
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j.C
jC Here comes the giant fist! |
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j.2C
j2C An older version of this move was not fine. |
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Special Moves
Shadow Spark
Shadow Spark 236A/B/C Chuck some plasma! |
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Teleport
Teleport 22C C, Uses No Magic |
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Super
Shadow Blast 236XX |
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Follow Up
Hi Fred! 214XX |
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4D 4D Here comes THE GIANT FIST! |
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1D 1D |
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2D 2D |
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3D 3D |
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6D 6D |
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Throws
Forward Throw
Forward Throw B+C / 6B+C 1 2 Yeet the cow. |
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Back Throw
Back Throw 4B+C 1 2 3 |
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Air Throw
Air Throw jB+C 1 2 3 |
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Magic
Oleander can use magic for a wide variety of uses, ranging from teleports to traps to projectiles. She has a maximum mana of 3 stacks, and regenerates it by reading her possessed book.
5D
Read 5D |
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Magic Spark
Magic Spark 236D Magic Spark, 236D Uses Up to 3 Magic |
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Chapter Trap
Magic Trap 214A/B/C/D 214A/B/C, Uses 1 Magic 214D, Uses 3 Magic |
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Teleport
Teleport 22A/B/C/D 22A/B/C, Uses 1 Magic 22D, Uses 1 Magic |
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Combos
Notation
A note on notation: common anime fighter notation denotes consecutive normal attacks as 5A > 5B > 5C. In order to condense some combos, these may be shortened to 5ABC. As another example, j.B > j.C may be shortened to j.BC. Two buttons pressed together will always be denoted with a +, as in 236A+B.
Basics
- Starter
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- 5ABC > 3C > j.ABC > 5ABC > 236C
- - Basic Magic Series with Shadow Spark ender.
- 5ABC > 2C > 3C > j.ABC > 5B > 2C
- - Basic Magic Series with sweep ender and hard knockdown. When building combos, pay attention to the Juggle Decay meter below the opponent's health bar. If this fills up before the combo ends, the opponent will be able to ground tech. For example, try this same combo with a 5A before the last 5B > 2C and note how you no longer get a hard knockdown.
- Juggles
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- 5ABC > 3C j.ABC > 5B > 3C > j.ABC > 5B > 2C
- - Extending combos with j.C air enders.
- 5ABC > 3C > j.ABC > jump cancel > j.ABC > 5ABC > 2C
- - Extending combos with double jump. Oleander has the ability to double jump, which allows for building extended combos by jump cancelling in the air. If you have trouble connecting with the second j.ABC, try delaying very slightly between the 3C and j.ABC to allow the opponent to gain the proper height.
- 5ABC > 3C > j.AB > j.2C > 5ABC > 236C
- - Extending combos with j.2C. Oleander has a command normal, j.2C, which allows her to put the opponent in a ground bounce combo state. Pay special attention to Oleander's position relative to the opponent after this move. In this particular combo, you are most likely to end up on the other side of the opponent after the j.2C.
- 5ABC > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 2C
- - Another variation of a j.2C combo, this time extending the number of hits before j.2C which pushes the opponent further back making it less likely to switch sides. Try experimenting with different combo routes to get used to what spacing will cause j.2C to switch position with the opponents.
- Jumping Normals
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- j.A (or j.B) > 2A > ...
- - From either a jump-in, or an aerial teleport (j.22A or j.22B). Basic high-low string, to either start pressure, go for a tick throw, overhead (6C), etc. Remember that 2B does NOT hit low, so you must rely on 2A and 2C for your low mixups. Also note that j.B can cross-up, though the hitbox for this is very small.
- j.C > 5B > 5C > ...
- - Because of the great range of Oleander's normals, you can cover your jump-ins with j.C's large hitbox and continue ground pressure with 5B and 5C's equally good range.
- Throws
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- (in corner) Throw > 5ABC > 3C > j.ABC > 5ABC > 236C
- - Throws can lead into a full combo in the corner
- Throw > 22D > 5A > ...
- - Midscreen, throws can be converted into full combo using 22D. However the window to do this is extremely difficult - not only is the window to connect 22D short, but it also must connect before the opponent drops too low in order to give the proper height for the following 5A to connect.
Advanced
- Overhead
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- 6C
- - Oleander's overhead can ONLY be cancelled into special moves on hit, and therefore it is unsafe on block (the exception to this is if Fred is out - 6C can gatling into his moves, making it safe).
- 6C > 214X > ...
- - An easy way to extend a successful 6C hit into full combo, but costs 1 Magic
- 6C > 5A > ...
- - The more difficult way to extend via a 2-frame link.
- Anti-Air and Air-to-Air
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- (on jumping opponent) 6A > jump cancel > ...
- - Like the rest of the cast, Oleander's 6A is jump cancellable into full air combo.
- (on jumping opponent) j.C > j.2C > ...
- - Scoring a full combo from an air-to-air j.C is an important part of making the opponent respect your air coverage.
- (on jumping opponent) 22D > 5A > ...
- - 22D is very height-dependent. If the opponent is too low, or standing, when 22D hits, they will hit the ground before you are able to recover and link with the 2A.
- Magic Trap
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- 2A > 5ABC > 214B > 66 > 5ABC > 2C
- - Basic combo extension using Magic Trap; costs 1 Magic
- (on blocking opponent) 5ABC > 236C > 214A
- - Demonstrates the unique property of 214X which is it can be cancelled into from 236X. This particular combo, for example, is useful for pushing back an aggressive opponent, and setting a trap in front of them to control that space.
- (in corner) 5ABC > 2C > 214D (or delay, 214A)
- - Demonstrates setting up a Magic Trap on top of knocked down opponent as part of your okizeme game.
- (in corner) 5ABC > 3C > j.AB > j.2C > j.214A
- - Demonstration of a similar setup from the air. Because j.2C results in a soft knockdown, this setup is not quite as strong (since the opponent can forward tech).
Examples
Midscreen (Ground Start)
- 5ABC > 3C > j.ABC > 5A > 3C > j.ABC > 5A > 236A (735 damage)
- 5ABC > 3C > j.AB > j.2C > 5ABC > 236A (691 damage, side switch)
- 5AB > 2B > 5C > 3C > j.AB > j.2C > 5ABC > 236C (727 damage)
- 5B > 2C > 3C > j.ABC > 5ABC > 236C (788 damage)
- 5B > 2C > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 236C (881 damage)
- 5A > 5B > 5C > 3C > j.ABC > Double Jump > j.ABC > Dash > 2B > 5C > 2C > 3C > jC > Double Jump > jC > j2C > 2B > 2C > 5D (1100 damage, +1 Magic) (Can do 236XX instead of 5D for more damage)
- 2AA > 5BC > 2C > 3C > j.C > j.2C > 5C > 2C (672 damage, hard knockdown)
- 2AA > 5BC > 3C > j.AB > j.2C > 5ABC > 2C (619 damage, hard knockdown, side switch)
Midscreen (Jump-In Start)
- j.A > 2A > 5B > 2C > 3C > j.c > j.A > j.B > j.C > 5B > 2C (531 damage, hard knockdown)
- j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage)
- j.C > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5A > 2C (1238 damage, hard knockdown)
- j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5A > 2C (1102 damage, hard knockdown, side switch)
- j.C > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5ABC > 236C (1316 damage) > j.236A+B (1844 damage)
- j.C > 5C > 2C > 3C > j.C > j.2C > 5C > 3C > j.C > jump cancel > j.C > j.236C (1350 damage) > j.236A+B (1878 damage)
- j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5ABC > 236C (1180 damage, side switch) > 236A+B (1708 damage)
Overhead
- 6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 2C (662 damage, hard knockdown)
- 6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 236C (670 damage) > 236A+B (1198 damage)
- 6C > 5A > 5C > 3C > j.ABC > j.ABC > Dash > 2B > 5C > 2C > 3C > j.C > j.C > j.2C > 2B > 2C > 5D (1050 damage, +1 Magic)
Anti-Air
- 6A > j.ABC > 5ABC > 3C > j.AB > j.2C > 5B > 236C (909 damage)
- j.C > j.2C > 5ABC > 3C > j.ABC > 5BC > 236C (1159 damage)
Throw Combos
- Throw > 22D > 5ABC > 3C > j.ACBC > 5ABC > 236C (434 damage, 1 Magic)
- Throw > 22D > 5ABC > 3C > j.ACBC > 5B > 2C (402 damage, hard knockdown, 1 Magic)
Corner
- 5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (895 damage) > 236A+B (1423 damage)
- Throw > 5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (508 damage)
- Throw > 5ABC > 3C > j.ABC > 5B > 2C (334 damage, hard knockdown) > 214D (oki setup, 1 Magic)
- 3C > j.AB > j.2C > j.214A (soft knockdown oki setup)
Fred Combos
- 6C > 6D (overhead is no longer unsafe :O)
- 4D > 5C > 3C > j.C > j.2C > 5ABC > 236C (1051 damage)
- (corner) 5ABC > 2C > 6D > j.ABC > 5B > 2C > 6D > 5C > 236C (784 damage)
- (corner) 5ABC > 2C > 6D > 5B > 5C > 2C > 3C > 2D > j.C > j.2C > 6D > 5B > 2C (951 damage)